Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkMatrix4x4.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkMatrix4x4.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include <stdlib.h>
#include <math.h>
vtkCxxRevisionMacro(vtkMatrix4x4, "$Revision: 1.62 $");
vtkStandardNewMacro(vtkMatrix4x4);
// Useful for viewing a double[16] as a double[4][4]
typedef double (*SqMatPtr)[4];
//----------------------------------------------------------------------------
void vtkMatrix4x4::Zero(double Elements[16])
{
SqMatPtr elem = (SqMatPtr)Elements;
int i,j;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
elem[i][j] = 0.0;
}
}
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::Identity(double Elements[16])
{
Elements[0] = Elements[5] = Elements[10] = Elements[15] = 1.0;
Elements[1] = Elements[2] = Elements[3] = Elements[4] =
Elements[6] = Elements[7] = Elements[8] = Elements[9] =
Elements[11] = Elements[12] = Elements[13] = Elements[14] = 0.0;
}
//----------------------------------------------------------------------------
template<class T1, class T2, class T3>
void vtkMatrixMultiplyPoint(T1 elem[16], T2 in[4], T3 out[4])
{
T3 v1 = in[0];
T3 v2 = in[1];
T3 v3 = in[2];
T3 v4 = in[3];
out[0] = v1*elem[0] + v2*elem[1] + v3*elem[2] + v4*elem[3];
out[1] = v1*elem[4] + v2*elem[5] + v3*elem[6] + v4*elem[7];
out[2] = v1*elem[8] + v2*elem[9] + v3*elem[10] + v4*elem[11];
out[3] = v1*elem[12] + v2*elem[13] + v3*elem[14] + v4*elem[15];
}
//----------------------------------------------------------------------------
// Multiply this matrix by a point (in homogeneous coordinates).
// and return the result in result. The in[4] and result[4]
// arrays must both be allocated but they can be the same array.
void vtkMatrix4x4::MultiplyPoint(const double Elements[16],
const float in[4], float result[4])
{
vtkMatrixMultiplyPoint(Elements,in,result);
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::MultiplyPoint(const double Elements[16],
const double in[4], double result[4])
{
vtkMatrixMultiplyPoint(Elements,in,result);
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::PointMultiply(const double Elements[16],
const float in[4], float result[4])
{
double newElements[16];
vtkMatrix4x4::Transpose(Elements,newElements);
vtkMatrix4x4::MultiplyPoint(newElements,in,result);
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::PointMultiply(const double Elements[16],
const double in[4], double result[4])
{
double newElements[16];
vtkMatrix4x4::Transpose(Elements,newElements);
vtkMatrix4x4::MultiplyPoint(newElements,in,result);
}
//----------------------------------------------------------------------------
// Multiplies matrices a and b and stores the result in c.
void vtkMatrix4x4::Multiply4x4(const double a[16], const double b[16],
double c[16])
{
SqMatPtr aMat = (SqMatPtr) a;
SqMatPtr bMat = (SqMatPtr) b;
SqMatPtr cMat = (SqMatPtr) c;
int i, k;
double Accum[4][4];
for (i = 0; i < 4; i++)
{
for (k = 0; k < 4; k++)
{
Accum[i][k] = aMat[i][0] * bMat[0][k] +
aMat[i][1] * bMat[1][k] +
aMat[i][2] * bMat[2][k] +
aMat[i][3] * bMat[3][k];
}
}
// Copy to final dest
for (i = 0; i < 4; i++)
{
cMat[i][0] = Accum[i][0];
cMat[i][1] = Accum[i][1];
cMat[i][2] = Accum[i][2];
cMat[i][3] = Accum[i][3];
}
}
//----------------------------------------------------------------------------
// Matrix Inversion (adapted from Richard Carling in "Graphics Gems,"
// Academic Press, 1990).
void vtkMatrix4x4::Invert(const double inElements[16],
double outElements[16])
{
SqMatPtr outElem = (SqMatPtr)outElements;
// inverse( original_matrix, inverse_matrix )
// calculate the inverse of a 4x4 matrix
//
// -1
// A = ___1__ adjoint A
// det A
//
int i, j;
double det;
// calculate the 4x4 determinent
// if the determinent is zero,
// then the inverse matrix is not unique.
det = vtkMatrix4x4::Determinant(inElements);
if ( det == 0.0 )
{
return;
}
// calculate the adjoint matrix
vtkMatrix4x4::Adjoint(inElements, outElements );
// scale the adjoint matrix to get the inverse
for (i=0; i<4; i++)
{
for(j=0; j<4; j++)
{
outElem[i][j] = outElem[i][j] / det;
}
}
}
//----------------------------------------------------------------------------
double vtkMatrix4x4::Determinant(const double Elements[16])
{
SqMatPtr elem = (SqMatPtr)Elements;
double a1, a2, a3, a4, b1, b2, b3, b4, c1, c2, c3, c4, d1, d2, d3, d4;
// assign to individual variable names to aid selecting
// correct elements
a1 = elem[0][0]; b1 = elem[0][1];
c1 = elem[0][2]; d1 = elem[0][3];
a2 = elem[1][0]; b2 = elem[1][1];
c2 = elem[1][2]; d2 = elem[1][3];
a3 = elem[2][0]; b3 = elem[2][1];
c3 = elem[2][2]; d3 = elem[2][3];
a4 = elem[3][0]; b4 = elem[3][1];
c4 = elem[3][2]; d4 = elem[3][3];
return a1 * vtkMath::Determinant3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4)
- b1 * vtkMath::Determinant3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4)
+ c1 * vtkMath::Determinant3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4)
- d1 * vtkMath::Determinant3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::Adjoint(const double inElements[16], double outElements[16])
{
SqMatPtr inElem = (SqMatPtr) inElements;
SqMatPtr outElem = (SqMatPtr) outElements;
//
// adjoint( original_matrix, inverse_matrix )
//
// calculate the adjoint of a 4x4 matrix
//
// Let a denote the minor determinant of matrix A obtained by
// ij
//
// deleting the ith row and jth column from A.
//
// i+j
// Let b = (-1) a
// ij ji
//
// The matrix B = (b ) is the adjoint of A
// ij
//
double a1, a2, a3, a4, b1, b2, b3, b4;
double c1, c2, c3, c4, d1, d2, d3, d4;
// assign to individual variable names to aid
// selecting correct values
a1 = inElem[0][0]; b1 = inElem[0][1];
c1 = inElem[0][2]; d1 = inElem[0][3];
a2 = inElem[1][0]; b2 = inElem[1][1];
c2 = inElem[1][2]; d2 = inElem[1][3];
a3 = inElem[2][0]; b3 = inElem[2][1];
c3 = inElem[2][2]; d3 = inElem[2][3];
a4 = inElem[3][0]; b4 = inElem[3][1];
c4 = inElem[3][2]; d4 = inElem[3][3];
// row column labeling reversed since we transpose rows & columns
outElem[0][0] =
vtkMath::Determinant3x3( b2, b3, b4, c2, c3, c4, d2, d3, d4);
outElem[1][0] =
- vtkMath::Determinant3x3( a2, a3, a4, c2, c3, c4, d2, d3, d4);
outElem[2][0] =
vtkMath::Determinant3x3( a2, a3, a4, b2, b3, b4, d2, d3, d4);
outElem[3][0] =
- vtkMath::Determinant3x3( a2, a3, a4, b2, b3, b4, c2, c3, c4);
outElem[0][1] =
- vtkMath::Determinant3x3( b1, b3, b4, c1, c3, c4, d1, d3, d4);
outElem[1][1] =
vtkMath::Determinant3x3( a1, a3, a4, c1, c3, c4, d1, d3, d4);
outElem[2][1] =
- vtkMath::Determinant3x3( a1, a3, a4, b1, b3, b4, d1, d3, d4);
outElem[3][1] =
vtkMath::Determinant3x3( a1, a3, a4, b1, b3, b4, c1, c3, c4);
outElem[0][2] =
vtkMath::Determinant3x3( b1, b2, b4, c1, c2, c4, d1, d2, d4);
outElem[1][2] =
- vtkMath::Determinant3x3( a1, a2, a4, c1, c2, c4, d1, d2, d4);
outElem[2][2] =
vtkMath::Determinant3x3( a1, a2, a4, b1, b2, b4, d1, d2, d4);
outElem[3][2] =
- vtkMath::Determinant3x3( a1, a2, a4, b1, b2, b4, c1, c2, c4);
outElem[0][3] =
- vtkMath::Determinant3x3( b1, b2, b3, c1, c2, c3, d1, d2, d3);
outElem[1][3] =
vtkMath::Determinant3x3( a1, a2, a3, c1, c2, c3, d1, d2, d3);
outElem[2][3] =
- vtkMath::Determinant3x3( a1, a2, a3, b1, b2, b3, d1, d2, d3);
outElem[3][3] =
vtkMath::Determinant3x3( a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::DeepCopy(double Elements[16], const double newElements[16])
{
for (int i = 0; i < 16; i++)
{
Elements[i] = newElements[i];
}
}
//----------------------------------------------------------------------------
// Transpose the matrix and put it into out.
void vtkMatrix4x4::Transpose(const double inElements[16],
double outElements[16])
{
SqMatPtr inElem = (SqMatPtr)inElements;
SqMatPtr outElem = (SqMatPtr)outElements;
int i, j;
double temp;
for (i=0; i<4; i++)
{
for(j=i; j<4; j++)
{
temp = inElem[i][j];
outElem[i][j] = inElem[j][i];
outElem[j][i] = temp;
}
}
}
//----------------------------------------------------------------------------
void vtkMatrix4x4::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
int i, j;
os << indent << "Elements:\n";
for (i = 0; i < 4; i++)
{
os << indent << indent;
for (j = 0; j < 4; j++)
{
os << this->Element[i][j] << " ";
}
os << "\n";
}
}